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    The Radiance Equation

    Mel Slater

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    Outline

    Introduction

    Light

    Simplifying Assumptions Radiance

    Reflectance

    The Radiance Equation

    Traditional Rendering Solutions

    Visibility

    Conclusions

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    Introduction

    Lighting is the central problem of real-time

    graphics rendering

    Arbitrary shaped lights

    Changes in lighting conditions

    Real-time shadows

    Real-time reflections

    Mixtures of many different types of surface

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    Introduction

    Real-time walkthrough with global illumination

    Possible under limited conditions

    Radiosity (diffuse surfaces only)

    Real-time interaction

    Not possible except for special case local

    illumination

    Why is theproblem so hard?

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    Light

    Visible light is electromagnetic radiation

    with wavelengths approximately in the

    range from 400nm to 700nm

    400nm 700nm

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    Light: Photons

    Light can be viewed as wave orparticlephenomenon

    Particles arephotonspackets of energy which travel in a straight line

    in vaccuum with velocity c (300,000m.p.s.)

    The problem of how light interacts withsurfaces in a volume of space is an exampleof a transportproblem.

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    Light: Radiant Power

    denotes the radiant energy orflux in a volumeV.

    The flux is the rate of energy flowing through asurface per unit time (watts).

    The energy is proportional to the particle flow,since each photon carries energy.

    The flux may be thought of as the flow of photonsper unit time.

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    Light: Flux Equilibrium

    Total flux in a volume in dynamic

    equilibrium

    Particles are flowing

    Distribution is constant

    Conservation of energy

    Total energy input into the volume = totalenergy that is output by or absorbed by matter

    within the volume.

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    Light: Fundamental Equation

    Input

    Emissionemitted from within volume

    Inscatteringflows from outside Output

    Streamingwithout interaction with matter in the

    volume

    Outscatteringreflected out from matter

    Absorptionby matter within the volume

    Input = Output

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    Light: Equation

    (p,) denotes flux atpV, in direction

    It is possible to write down an integral equation

    for

    (p,

    ) based on: Emission+Inscattering = Streaming+Outscattering +Absorption

    Complete knowledge of(p,) provides a

    complete solution to the graphics renderingproblem.

    Rendering is about solving for(p,).

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    Simplifying Assumptions

    Wavelength independence

    No interaction between wavelengths (nofluorescence)

    Time invariance Solution remains valid over time unless scene changes

    (nophosphorescence)

    Light transports in a vacuum (non-participating

    medium) free space interaction only occurs at the surfaces of

    objects

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    Radiance

    Radiance (L) is the flux that leaves a

    surface, per unit projected area of the

    surface, perunit solid angle of direction.

    n

    dA

    L

    d = L dA cos d

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    Radiance

    For computer graphics the basic particle is not

    the photon and the energy it carries but the ray

    and its associated radiance.

    n

    dA

    L d

    Radiance is constant along a ray.

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    Radiance: Radiosity,

    Irradiance Radiosity - is the flux per unit area that

    radiates from a surface, denoted byB.

    d = B dA

    Irradiance is the flux per unit area that

    arrives at a surface, denoted byE.

    d = E dA

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    Radiosity and Irradiance

    L(p,) is radiance at p in direction

    E(p,) is irradiance at p in direction

    E(p,) = (d/dA) = L(p,) cos d

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    Reflectance BRDF

    Bi-directional

    Reflectance

    Distribution Function

    Relates

    Reflectedradiance toincomingirradiance

    ir

    Incident ray

    Reflected ray

    Illumination hemisphere

    f(p, i ,r)

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    Reflectance: BRDF

    Reflected Radiance = BRDFIrradiance

    L(p, r) = f(p,i ,r) E(p, i )

    = f(p,i ,r) L(p, i ) cosi di

    In practice BRDFs hard to specify

    Rely on ideal types

    Perfectly diffuse reflection

    Perfectly specularreflection

    Glossy reflection

    BRDFs taken as additive mixture of these

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    The Radiance Equation

    Radiance L(p, ) at a point p in direction is the sum of

    Emitted radiance Le(p, )

    Total reflected radiance

    Radiance = Emitted Radiance + Total Reflected Radiance

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    The Radiance Equation:

    Reflection Total reflected radiance in direction :

    f(p,

    i,

    ) L(p,

    i) cos

    id

    i

    Radiance Equation:

    L(p, ) = Le(p, ) +

    f(p,

    i,

    ) L(p,

    i) cos

    id

    i

    (Integration over the illumination hemisphere)

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    The Radiance Equation p is considered to be on a surface, but can be

    anywhere, since radiance is constant along a ray,

    trace back until surface is reachedat p, then

    L(p, i) = L(p, i )

    p*

    i

    pL(p, )

    L(p, ) depends on allL(p*, i) which in turnare recursively defined.

    The radiance equation models global illumination.

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    Traditional Solutions to the

    Radiance Equation The radiance equation embodies totality of

    all 2D projections (view).

    Extraction of a 2D projection to form animage is called rendering.

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    Traditional Solutions

    Local

    Illumination

    Global

    Illumination

    View

    Dependent

    Real time

    graphics:

    OpenGL

    Ray tracing

    Path tracing

    View

    Independent

    Flat shaded

    graphics

    (IBR)

    Radiosity

    (Photon

    Tracing)

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    (Image Based Rendering)

    IBR not a traditional solution

    Images for a new view constructed from a

    large collection of existing images

    No lighting computations at all.

    Light Field Rendering specific instance to

    be discussed later.

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    Visibililty Where does an incident ray through the image

    plane come from?

    Which surface?

    Ray tracing in principle has to search all surfacesfor possible intersections

    Radiosity has to include visibility in form-factorcalculations between surfaces

    Real-time rendering solves visibility problem on apixel by pixel basis (z-buffer).

    Major complication for large scenes

    We will see later that LFR does not have this

    visibility problem.

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    Conclusions

    Graphics rendering is concerned with solution ofintegral radiance equation

    Traditional solutions are various kinds of

    approximations to this equation. Rendering is the process ofextracting images

    from the equation.

    Rendering may be view dependent orindependent,

    together with a global orlocal illuminationsolution.